Character Name: Angelika KerenskyAlias: None in the Americas yetRace: HumanO.C.C.: NGR Intelligence Division AgentAlignment: ScrupulousXP Level: 3XP Points: 4301Next Level @ XP: 8601Sentiments/Non-Humans: As long as they are trying to be decent hardworking members of society, she has no issue with most D-bees.Sentiments/Coalition: She doesn't like them, but understands they are a necessary evil, for now.Sentiments/N.G.R.: Home sweet home. She loves her home, thinks it is a model for how human nations should be moving forward.Sentiments/Gargoyle Empire: The world will be a better place when they have been purged from existence.Sentiments/Mercenaries: Everybody needs to make a living. If they cannot find a way to be soldiers, they can be paid to take risks so more valuable troops can be put to use other places.Disposition: She tends to be rather intense, throwing herself into whatever it is she is doing. Can be a bit grim and fatalistic, with a soldiers sense of gallows humor.Insanity:TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED

PHYSICAL DATAP.P.E.: 6M.D.C.: By Location• Main Body: 100• Hands: 25 each• Forearms: 35 each• Upper Arms: 45 each• Feet: 25 each• Legs: 70 each• Head: 75Age: 26Sex: FemaleHeight: 5' 3" Weight: 217 lbsDescription: A attractive slim woman a little under average height. She tends to keep a neat appearance, and her natural green eyes. She used her cybernetics to change her hair color or style as she feels for the day. When needed for a job, alters her looks to whatever will work best at the time, including hair and eye color/style.

Special AbilitiesIntelligence Division Branch Training: Military Counter-intelligence Service (MAD) - Military Intelligence:+10% to Camouflage, Demolitions, and Demolitions: Disposal.Cyber-Humanoid: The Intelligence Agent is actually a light Full Conversion Cyborg covered in a Bio-System skin covering.

“All-in-One” Utility Belt: The companion to the Overland Frame Backpack, the All-in-One Utility Belt is designed with not only the explorer in mind, it’s a favorite of military personnel as well. It locks into the Overland Harness, providing for a complete load-bearing system perfect for long distance travel. It has four magazine pouches on the sides, each holding three standard E-Clips or six pistol-sized E-Clips. There is a large fanny pouch that can hold rations, a large first aid kit, personal items, or a complete change of clothes. It has a separate radio pouch designed to fit most shortrange radios and a canteen pouch perfect for hauling a standard one quart (0.95 liter) canteen. It can accommodate a pistol holster at theexpense of one of the magazine pouches, or can be fitted with one or two hip-holsters without sacrificing storage space. Alternatively, instead of the hip-holsters, up to two leg pouches can be secured to the belt and strapped to the legs for extra cargo space.

“Overland” Harness and Frame Backpack: A compact but expandable, external frame, load-bearing pack used by many Wilderness Scouts and explorers who are used to carrying everything they own on their person. It comes in a variety of styles, including woodland camouflage, arctic, desert, black and olive drab. The chest straps feature three magazine/utility pouches, a small compass pouch and a quick-release connector enabling the main pack to be dropped to enable the wearer to move quickly in combat situations. The main compartment is capable of holding 3,000 cubic inches (49,000 cc) of gear, and has a detachable daypack that holds 500 cubic inches (8,200 cc). It also has numerous side pouches and loops perfect for holding items you might need quickly without having to dig around in the pack; things like extra E-Clips, flares, hand grenades, food rations, first aid kit, maps, a canteen and many other essentials. Constructed of heavy-duty materials (50 S.D.C.), it’s definitely an excellent buy for the money.

Keyhole or Tube Microphones: A microphone with a long, hollow tube which can be flexible or stiff, allowing it to be placed in cracks, mounted in walls or placed in similar, small, "keyhole" type crevices. Picks up sounds up to 34 feet (10.3 m) away and transmits up to 1000 feet (305 m). Cost: 150 credits; fair availability.

Contact Microphone: Translates vibrations into sound, but requires a sounding board such as a wall, window, large object, etc. Can be as small as a tie tack. Picks up sounds up to 10 yards/meters away, and transmits up to 1000 feet (305 m). Cost: 170 credits; fair availability.

Wireless Microphone: This compact microphone is about the size and thickness of a box of matches. It can pick up sounds up to 14 feet (4.3 m) away and broadcast up to 300 feet (91 m) away. Cost: 250 credits; poor availability.

Tracer Bug: This is a tiny device about the size of a checker which has a sticky or magnetic side that can be attached to a vehicle or slipped into a person's pocket, backpack, briefcase, etc. It can transmit a signal that can be followed up to 8 miles (12.8 km) away. Battery powered, it has a limited life of 72 hours of constant transmission. Cost: 140 credits; fair availability.

Last edited by Kerensky on Wed Dec 06, 2017 4:46 pm, edited 5 times in total.

Born a soldiers child, Angelika grew up on military bases all over the New German Republic. Her father, Fyodor, was a power armor specialist, and her mother a mechanic. Her childhood was similar to many kids that grew up on military bases, strict but fair. When she was 8, her parents were transferred to a base near Munich, and less than a year later her father was killed in action near the border of Switzerland fighting against the Gargoyle Empire. Already a focused and driven child, she channeled her rage and her pain over her loss into making sure she would be able to enlist when she came of age. While her mother understood what her daughter was going through, they grew apart as they both threw themselves into trying to cope, instead of spending time trying to heal together.

At 17 Angelika enlisted in the N.G.R. military, and went through the normal battery of tests. Her scores were sufficient that she was selected for the Intelligence Division, which was not what she had wanted at first, but soon grew to accept, and enjoy. The discipline from training was easy enough for her, she had lived a fairly military lifestyle her whole life. The training itself she enjoyed, at least most of it. Originally selected for deep cover work, it was rapidly decided that her talents (and her anger) would be better suited to counter-intelligence operations. Power armor training was a joy to her, and she could understand why her dad had enjoyed it do much. It was after she completed her Signals training that trouble struck. Due to her steady hands and ability to focus, she had been selected for advanced E.O.D. training, and less than a week after arriving at training, a terrorist renegade detonated a bomb near her training class. Most of her class was decimated, and she was badly wounded.

After a month in the hospital, it was obvious she would never be able to serve without serious cybernetic and bionic reconstruction, and when the option was presented to carry on as a cyber-humanoid as compared to a full combat cyborg, she readily agreed. She may enjoy war machines, but she had little desire to be a war machine. While it added another 4 months to her training, for surgery and adapting to her new body, she looked at it as a small price to pay to be able to work to stop people like the one who detonated that bomb. After completing her adjustment and training with her new body, she was officially entered into active duty on August 19, 2390 (104 P.A.) and sent to her first assignment, a commando unit attached to the 3rd Power Armor Assault.

Barely two months after entering active duty, her unit was assigned to the assault on Zurich. It was the longest 48 hours of her life, as her commando unit was one of the ones sent in prior to the attack to ensure the assault had real time intelligence and reconnaissance on targets in the area. She found an odd sort of cheer in the work she did in Zurich, hunting down enemies of her nation, and either eliminating them or calling in heavy elements to deal with them. She even managed to kill a Gargoyle Mage on her own, mainly because it discovered her while she was designating it for a missile barrage. It was towards the end of the battle though that she began what has become a pattern of behavior that has held back her promotions. After finding a robot crew having to eject from their robot, she led them back to friendly lines, at first using her power armor as a shield, and by the end of the trip, her bionic body. While her actions were appropriate, her casual disregard for her bionics did not win her any favor with her superiors. "It is not flesh and blood. You can just rebuild me, you cannot rebuild a dead person." was not an attitude her commanders wanted to reward.

Of the next two years with the 3rd Power Armor Assault, she would end up having her bionic body rebuilt five times, one of which was a full rebuild, as the only thing left of her was most of her torso and her head. Every single time, it was the same situation, her putting her body on the line to ensure flesh and blood unit mates stayed alive and were kept intact. After the her last and most severe rebuild since her accident, she was transferred to a CID division, to track down threats and perform counter intelligence inside the borders. A job her superiors hoped would keep her from destroying any more bodies. It was a task she did quite well, although the number of 'accidents' that left suspects bruised or with broken limbs was a little high, her success rate more than made up for it. Eventually though, she was called back to the front lines.

In 2394 (108 P.A.) she was re-assigned to a Recon unit, and switched into an EIR Infiltration unit. Getting dropped deep into enemy lands to find command and control centers and other vital targets, she would blend in well enough to find what she needed, and then call in a strike. She was only caught once in the two years she was assigned to the recon unit, and that was right after she had radioed in an airstrike on a Gargoyle Nest. The sweeper team found her, and she was put into a new body and sent back out into the field. For the most part, this time was a way of burying the past for Kerensky, making the Gargoyle Empire pay in blood for the loss of her father. During her annual psych evaluation in 2396 (110 P.A.) her unit psychiatrist flagged her as needing to be pulled from her current assignment and to undergo some mandatory psychotherapy. After two months, considering how things were progressing in the war against the Gargoyle and Brodkil Empires, she was reassigned to counterintelligence, and stationed abroad in North America.

After some refresher courses and socialization time (she had after all, basically been in a Gurgoyle body for almost two years) she was shipped out to the Coalition States. While it was nice to catch up with some of her contacts who used to work in the embassy in Berlin, the blatant racism and attitudes of the CS had her preferring assignments in Ishpeming or Quebec. Her duties mainly fell into aiding and assisting local counter-intelligence forces, while looking out for ways to aid the N.G.R. foreign policy when she could. The wider variety of activities and nations than what are in Europe is a constant amazement to her, and the part of her assignment to the Americas she loves the most. While she does not have any desire to stay long term, the wide cultural variety adds a nice spice to what would otherwise be a somewhat unpleasant duty rotation.

Her current mission is to discover and develop contacts in the North American mercenary sphere, and be on the lookout for technologies Triax may not yet have. Her starting point is to be MercTown, which seems to be a mecca for the Eastern North American mercenary trade. She has not been sent in undercover, however she is to keep the fact that she is N.G.R. Intelligence as quiet as is possible while still achieving her mission goals. She is if necessary, allowed to admit her enlistment as a soldier in the N.G.R. military, and known intelligence operatives for the CS and Northern Gun are allowed to be told what they need to be told, no more. Her superiors expect her to develop assets and intelligence that can be used to verify reports from allied nation states, expand on what allies report, and in general keep the Intelligence Division up to date on the events in North America. Her current idea on prosecuting the mission is to join a mercenary group, and work her way towards her mission goals from there. Any aid or assistance she can provide to current N.G.R. intelligence assets is considered a bonus, but not her main priority.

Kerensky's concealed Mini-gun functions much like Batou's concealed arm gun from GitS, when she needs to use it her forearm and hand splits open and apart to allow it to fire. Used as a holdout or when in cyborg armor (rare). Usually has armor modified to be able to strip off forearm and gauntlet if need be to access it in an emergency.

While she prefers regular body armor for day to day use, she does not have an issue with wearing cyborg armor, particularly Espionage or Light Combat armor. Needs of the mission and safety of her teammates is her motto in that regards. When possible, prefers to pilot power armor into combat.

While it is subconscious and minor, she displays a certain hesitation towards radically inhuman D-Bees, and hostility to openly supernatural beings (dragons, demons, faeries, anything that isn't mortal she tends to see as an enemy), although she will work with them if required. The needs of a mission will come first, but like many of her countrymen, she finds human-like D-bees easier to work with (weird skin or eye color, fine, scales fangs and claws, bit harder to deal with) Has an odd fascination with Dog Boys and Wolfen, although not so much that she gives them any extra trust, they just are interesting to her.

While she sees magic as a bit unnatural, since coming to America, the concept of Techno-Wizardry has captured her fancy. She hopes to find enough intelligence (better yet a Techno-Wizard who can be relied on and trusted, as much as you trust any intelligence asset anyway) to possibly allow the N.G.R. (and Triax by extension) to make more informed decisions about it. Reading intelligence reports from the Tolkien conflict that she has access to just confirms her opinion on its utility as a military asset. However more reliable and un-biased intel is required.

Last edited by Kerensky on Fri Dec 01, 2017 5:56 pm, edited 15 times in total.

So all that is left besides the wishlist is her starting money, the OCC just references the CS pay chart for rank, and her contacts. I haven't rolled to see how many she has, the OCC says 3d4 for military intelligence but I was not sure how it would be handled so I decided to wait to roll them to see how you wanted me to do it.